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ARez

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A member registered Jul 29, 2020 · View creator page →

Creator of

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Thanks a lot for playing and the kind feedback :D

Hey! Thanks for playing! You can see a kill count mid run if you press ESC (pause menu). A combo system is something we will implement after the jam!

Yeah thanks a lot for that! I dont need super difficult puzzles. As long as the easy puzzles still make me feel smart, Im alright :D

Holy crap! I think this is our new high score! Congrats and thanks for playing :D

(1 edit)

I love those cozy visuals! Great work on the way water flows too! Even though im not much of a puzzle player, I did enjoy playing a few levels. Good work!

EDIT: The fact that its procedually generated is so cool!

I never played Jump King, but after playing your game, seems like I dont want nor need to. it was HARD. One thing to improve is add a little input buffer so when you release the directional key and jump almost at the same time, it jumps in that direction and not up.

Really interesting concept. I seemed to cap out at like 12 flowers. A couldnt get much more than that and I had to constantly water and "sun" them. I think it would be cool if they were a bit less "needy". But otherwise great game!

Really neat game. I am not much of a puzzle player so expectedly, I got stuck after the first lowering. Still a cool game and interesting idea!

Pretty good game! It really reminded me of some games like paper.io or splatoon where every player tries to get as much land as possible. Sometimes being constantly taken out by the AI was a bit annoying but overall it was very fun!

Pretty similar movement to our game (move from water to water) but very interesting concept. I really liked the water effect. The way it rippled is just incredible. After trying for very long I got to the second stage but couldnt make it any further. Cool game!

Really cool game!

Really cool! Sometimes it was a bit hard to react as you were going so fast. But really cute artstyle :O

I really liked the concept, though I wish you had some sort of blueprint system where you can at least load your previous build, at best save and load different ships. But this has potential!

Thanks a lot for playing! Yeah we heard similar feedback a lot where the controls were unclear at first but then the game was fun ^^

Its pretty good! Thanks for playing :)

We do actually display hints when you first load up the game. The first hint is an icon for the left mouse button when you havent dashed before and the second hint is an icon for right mouse button when you enter a puddle and havent pressed RMB (recharge) before. Maybe we should've made those a little more obvious (they are in the middle of the screen but maybe a brighter color?)

Regarding 1) I cant really say what causes this, but in my experience, this only appears the first time the game loads. Starting the game (or even the .exe a second time is way faster)
3) Yeah balancing might need to be adjusted. I think currently it is best if you play pretty agressive so you take out the enemies quickly. 


Thanks a lot for the valuable feedback and playing!

Thanks a lot for playing! Just in case: Did you notice you can move with WASD? A lot of players seem to didnt notice that at first :D
Anyway, I agree with you that there might need to be further balancing!

Thanks a lot for playing! Yeah we should have put WASD tutorial hints up there.   We might continue working on this game after the jam!

Really calming game! Really solid audio. Only problem I have is when the wind blows downwards and you cant really see where your rain is going.

Ohh right :D Thanks for playing!

Thanks for the amazing feedback! Yeah WASD was something I initially didnt think would work well but turns out, it does (Thanks PixelDev :D).  Yeah I agree, an icon for that would have been good. 

Good to hear you liked our game juice ^^ We put a lot of effort into making sure the game feels good.

Regarding your "slice through multiply enemies at a time": Well... :D It's not a bug, its a feature. Imagine like fighting games where you can knock up and enemy who is already in the air. Or maybe you are so quick as a ninja, that you can slice through them multiple times before they are dead? O__O

Well selecting the hearts is an artifact of me having the smart idea of making each heart a checkbox with icon_pressed and icon_normal being the 2 heart images... I actually think thats a cool way of doing it, but seems like I forgot to disable mouse input for that node :D (Selecting/ Deselecting shouldn't affect your actual health though).

Also, damn 59 kills is pretty good!


Glad you liked the game!
- ARez

I liked the humour. Graphics were great too! The ending :(

Amazing game! I agree with the other people that more levels would be awesome :D

Holy shit that was such a clean game! I love the look, the animations even the minimalistic sounds! The controls are very good. Together with the fans, they are easy to learn, hard to master. The ending transition was hecking clean! Good job!!!

The game looks really cute and cozy and has nice sound effects. Somehow it seems a bit to easy as you can just stand at the bottom and spam your seeds? :D
Literally me:
https://imgur.com/a/vqiNhCG

Damn that was a strange game :D Pretty hard too! I think the controls could be a bit more responsive (easy to learn) but overall, really strange but solid game! The environment reminded me of the view you would probably have on the tongue of a person.

Yeahhh :D The fire was to cute :D

I liked the premise of the game and all that custom art :D The sounds were cool too. The game was a bit short and the movement could be better, but I am sure you will improve over time!

Such a cool name :D The game kinda felt like the chrome dino game, just that it was WAYYY more difficult. I found it a bit hard to adjust the jump since often, the gaps between the umbrellas were too large and I couldnt make a tiny enough jump to reposition myself on my current umbrella. But sometimes I did make it and that felt cool :)

Game looks really cool! Even though I did manage to spawn the wind and direct it into the fire, I did not understand the goal of the game. Do you need to  protect the fire from the rain or kill the fire?

Overall its a funny little game! There is funny music too :D Somehow when moving it seems to start playing some sound over an over again each frame, which is kinda distracting.
One thing I noticed: When jumping at a barrel that has already falling down, you die. I dont think thats intended :D

Interesting idea! Sadly I didnt quite understand it :( A bit more handholding (like a visual tutorial) would have been cool, but I know how difficult that is without using text ;) Anyway, for the pixel art, some assets had texture filtering on, which is why they looked a bit blurry. You might want to change that in future games :D A bit of music and a smaller map (less travel time) would have also been nice! 

Really cool game! I especially liked the graphics. Sadly, the framerate suffered a bit for me but maybe that's just my PC. The level variety was great! I honestly did not expect that many visual types of levels! Audio was pretty good (I loved the music). The character movement could be improved (felt a bit stiff etc.) and I would have liked to have a bit more clarity where the "wind zones" are.

Nice! Congrats on your steam project and good luck on your further game dev endeavours!

Thanks for being so generous! Those Assets are amazing! Any chance there will also be another pack with weapons?

Have you tried lowering the graphics settings? Like edge filtering?
I am not sure how i would find concrete values for the minimum requirements.

Thanks for playing! I have explained this in the discord but for completions sake if will post it here too:

We intended that you can use two grappling hooks to for example have less downtime as if you were using just one hook. For example if you would only have one hook: You would swing, release and then fly for a bit. Then you would have to use that hook to counteract the downward momentum again which is a bit slow. The trick in TwinHook is using both hooks almost simultaneously so that WHILE you are pulled towards the first grappling hook, you already shoot out the second one so that it can build up force (because the pulling force is like a quadratic function) and when you then release the first hook you instantly get pulled towards the second one with no downtime. I tried using that to its full extend on the GrappleWalking Level. If you look at the "Playthrough" in the Pause Menu, i was able to beat this level very quickly. However using both hooks efficiently takes some practice time.

Really creative game! Which engine did you use?

Cool music! Did you compose it yourself? :P Sounds like Mozart or something... Anyways, cool game, very original!